MvC2: Hulk Combos and Thread revisited

To my knowledge, there is no way to combo in a GC on a point character & have it remain standing. It strikes me as risky anyway, even if you could I’m not sure you’d want to, at least from a reliability standpoint.

Standing point + GC = dangerous


Thanks for that tidbit, [MB2K]Mizter Ed… I’ll kick that around some & see if I can build on it. :cool:

First page, 9th post on the page, by me.

1]Corner their ass, Dhp [1 hit]
2]Vertical gamma charge hk version for 1st hit.
3]UF redirect lk version, IMMEDIATELY hold down.

I’d go into more detail, like telling you why you use the hk version for the first upward gamma charge instead of the light one though it works, but I posted it in thread 1, and you might get confused again.

K thanks man and btw do you play online kaillera because of you want we can play. I got some other good hulk combos on my combo video i just was stuck on getting his inf but thanks alot and heres my aim if you need help setting up kaillera darkcloud5407.

Unfortunately I’m not on Kaillera and don’t have AIM right now. What’s also unfortunate is the fact you don’t have the ability right now to accept private messages because I was going to send one.

Did you mean the MvC1 infinite or the MvC2 infinite? The one I gave you was the MvC2 infinite. [It may work in MvC1, but I haven’t tested it in that version since I don’t own it…]

Thats why i couldnt do it lol i was like WTF but then i calmed down but nah i want MVSC1 infinite so if you know please tell me thanks.

I know you can use Jugg’s Earthquake assist and land a GC while they’re still standing or a Sentinal’s Force assist.

I stand totally corrected, I forgot about that. Even though it’s been awhile, I have a sparring partner that used to use Jugg-a for that very reason (which makes me feel x-tra st00pid… :smiley: ).

Reliability issues do remain, though; I wouldn’t suggest it on characters with those quick-recovering “stiff” animations (Sent and Colossus come to mind offhand) or anybody with super armor. Don’t get me wrong, it works more often than not, but for that 15% or so of the time where it doesn’t it can really get you torn out the frame… :lol:

Thanks very much for the correction.

Spiral-y can be used for fully reliable unmashable standing crushes.

dashjump lk,mk, land call Spiral-y, dlk,dmk, gamma crush whiffed, guide it to hit. Didn’t mention it earlier [it’s in the old Hulk thread. the second post on the first page has a link to it…]

You can also do air crushes with Jugg-a while we’re at it and the damage boost is monsterous.

dashjump lk,mk, dash, dlk, dhk, call jugg-a, gamma crush.

I figured out two things today.

  1. GC on normal or lightweight characters (usually normal or below average stamina) does enough damage as it is.
  2. On big characters (usually higher stamina) I figured this combo with megaman assist that works on them heavy ones. c.lk. c.hp + megaman balance assist XX gamma crush, the megaman assist balances them in mid air and you can mash the gamma crush. Key thing I discover, don’t know if it’s accurate but when you do this combo, don’t hold any direction on your way up, I don’t know if it does anything but I miss it if I hold a direction on my way up. But on your way down adjust accordingly.:evil:

OMG, I think I just found a new unmashable with Commando today. Test it out to see if you can mashout. I don’t think you can.

Dashjump over their head, Call Capcom timed to hit alittle after you land, and dlk them so they eat Capcom. If it hits, cancell to a Gamma crush. It’s one of those floating gamma crushes if done properly, but they float twice as high.

I had a couple more things I wanted to share before Hulk goes back underground into relative obscurity… :lol:


  • j. lp is a good little normal. Most people know that you have to land it deep on a grounded opponent in order to get it to combo into a ground chain. The valuable byproduct of this is that you don’t have to play your “this clearly isn’t an empty jump in” card until really late, which has some obvious benefits that you can take advantage of. So if you keep getting launched doing that same jump-in HK, give this a look.

  • When you land a Hulk AC on a point, try interrupting it at the j. mk, pausing for a smidge & doing a j. HP, j. HK just before you hit the ground (the opponent will land first due to your delay). You can guide Hulk in the air so that he either stays on the side he started from, or goes behind the opponent for the cross-up. This acts as a reset, and you can tack on even more offense from there ( :evil: ). Don’t get airthrown!

  • When you land a Hulk AC on an assist, try the same pause after the same j. mk above, then try j. lk, j. mk again, land, relaunch, even more offense (there are a number of options here). Very few people are going to sit there and let you do it, so the opportunity won’t present itself too much, but it does happen. It’s also great for those times where you killed the point, but the assist is still on the screen (since Hulk is too slow to just keep launching the stranded assist until death like a lot of other characters can).

  • Hulk’s single short Gamma Charge upwards has a hidden purpose much like the j. lp I talked about above. Hulk gains a number of ground options when he is “not quite” full screen distance from the opponent, and this is a good way to quickly satisfy that condition (“tiger knee” j. HP is another, but it can sometimes give you a fierce qcf+p in error, which I hate. sj-cancelled j. HP kinda works too). For example, you can call an assist for bait purposes, then after gaining said positional advantage this way (looks innocent enough) you can do things like cancel a fierce Gamma Slam into a Gamma Wave if they bite hard, which you will probably find very useful when it lands… ;):lol:

…especially since it will knock Sent out of HSF… :eek::cool:
(trade guaranteed: if you’re pressed for time, skip the fierce Slam.)


I want to thank everybody for their contributions, this little spark of interest has been good to see and I’ve learned a number of things because of it.

I do this same exact combo all the time, but I used Juggy glitched dash assist…The timing is a little more difficult, but…:rolleyes:

Peace
-D-

Rod: Sanford fucking Kelly (and Jwong) we’re in VA this weekend. I chilled with Sanford and showed him your Corner combo. He was like …:eek: :eek:

Does anyone ever use Hulk’s anit air assist?

Personally I think its a terrible AAA, but does anyone have any good combos to go along with it? What about its uses?:confused:

I never used it competitively, but the major reason for not doing so is near-obsolete (Hulk AAA yields Gamma Quake team super, but I hardly ever use THCs anymore).

I tried it a time or two, never liked it. Plays like a watered-down, wannabe Colossus AAA. As you probably well know, Hulk loses his super armor benefit when his feet leave the ground, so it’s surprisingly easy to stuff (advantage: Dash type (again) :lol: ).

I can see it setting up HOD, hailstorms or Blodia Vulcan… I’m sure there are other (at least reasonably) good uses…

My new unmashable

Gamma Dynamite:

Thinking back, I do remember someone mentioning something like that with a glitched Jugg-b. That seems kinda risky to me, but sweet if it works.

I was doing one of my Cable-Cyc-b patterns with Hulk-Capcom-b and decided to randomly fire out a Gamma Crush. Finding out that one of my Cable-Cyc tricks off an AC was transferrable to Hulk-Capcom in the form of an unmashable had me tickled pink.

Actually, the Cable-Cyc crossfire is a part of a cute scrub owning tactic I created that’s actually kinda amusing.

Re: My new unmashable

Hulk + Capcom-b = b0mbsac, they work together so well.

I like to do launch + call Cap (first hit connects) XX gamma charge u, uf (both RH)… best near the wall.


Does anybody else…

  • use the j. lk or an OTG s. lk when you go for Hulk’s launch & trade on the first hit, knocking Hulk backwards & the opponent towards you in that weird way (I hope y’all understand what I mean)? Anybody develop this at all?

  • use the upwards RH gamma charge x2 right up against the wall after a launch, then land on the ground before they do and OTG s. Fierce XX RH gamma charge XX gamma wave? Is that mashable? I realize that if you landed this you could have landed the infinite, but this is something I stumbled on awhile ago that hurts & looks pretty good too, and you don’t have to keep up reps :wasted:

  • try to kick Sent’s arm/fist with a j. HK sometimes when he tries to rocket punch you from distance? Or (cautiously!) try the same on his legs when you know he’s going for stomps?

  • still have a bit of trouble with Cable? I need some tips for that b@stard… :bluu::mad::lol:

Just wondering… I look forward to the panel’s responses… :smiley:

Other fun shit with Hulk-Capcom, try this…

Dashjump lk,mk, land, call Capcom+dlk,dmk, Gamma charge, any super except Gamma Crush.
-The Capcom assist hits at the same time as the dmk, but Capcom’s knock-back is neutralized completely by the gamma charge. This just inserts Capcom-b into your standard ground series for damage.

Normal Jump Combo
Jump, lk, Call Capcom, mk, hold uf, lk,mk, hp.
-Every shot but Capcom is a high hit.
-If they eat the first part they eat the second, and get blasted up so the whole thing works.
-Cut it short at the hp so you can dlk, dhp them into the air.
-If they guard-push, dashjump over their head so Capcom hits in the back.
-If they block all this, jump on them again or replace the hp at the end with hk, or come down low.
-There are alot of timing alterations that cause various results in the combo, so fiddle with it.
-Works best with Cable-b [Comboability], Jin-b[safety], but will work with virtually any AA including Capcom. I think this would be fun with Jugg-a.

The Captain Storm sets up the floating crush on DHC-ins. Experiment more with it.

Here’s the Corner unmashable I mentioned from the previous thread. [I put the combo, then listed the assists that work in it at the call point, then a survivability index]
-dlk, dmk, Call Capcom, gamma charge immediately, gamma Crush.
Outside the corner, substitute the Crush for a Quake super for almost the same damage once used to it. Perhaps I can insert Storm as the third character to Hailstorm turning it fatal again, not sure.

Here’s something for a team I’m experimenting with. It’s hella risky, but cute.
Jin-b, Hulk-b, Capcom-b
Jin-b’s hp and Hulk’s tag-in almost always combos perfectly [AKA popup] Very rare if ever does it not combo perfectly. If you tag in Jin-b and it hits, you can go dash [if outside the corner], dlk, hp, tag and it will combo.

Corner Combo
Tag in Jin-b, dlk, hp, tag in Hulk, Call Capcom and Gamma Crush.
When done properly this combo is 8 hits, and kills outright.

jab command throw??

What are the motions for the jab command throw and can u describe what the jab command throw looks like please if anybody knows how to do the jab command throw please post thanks.

jab command throw??

Was is the motions for the command throw and can u describe what the command throw looks like please if anybody knows how to do the jab command throw please post thanks.

jab command throw??

HCB+p. It can be blocked. He reaches forwards, grabs their face with 1 hand, spins them around a bunch of times then lets them go [causing them to switch sides]. If your back is to the wall, that means OTG opportunities as it’s a flying screen move [no rolls].